public:
/** @brief Possible update mechanisms */
enum class UpdateAlgo {
- Full, /**< Full update mechanism: the remaining time of every action is recomputed at each step */
- Lazy, /**< Lazy update mechanism: only the modified actions get recomputed.
- It may be slower than full if your system is tightly coupled to the point where every action
- gets recomputed anyway. In that case, you'd better not try to be cleaver with lazy and go for
- a simple full update. */
- Undefined /**< Mechanism not defined */
+ Full, /**< Full update mechanism: the remaining time of every action is recomputed at each step */
+ Lazy /**< Lazy update mechanism: only the modified actions get recomputed.
+ It may be slower than full if your system is tightly coupled to the point where every action
+ gets recomputed anyway. In that case, you'd better not try to be cleaver with lazy and go for
+ a simple full update. */
};
- Model();
- Model(Model::UpdateAlgo algo);
+ explicit Model(Model::UpdateAlgo algo);
virtual ~Model();
void set_maxmin_system(lmm::System* system) { maxmin_system_ = system; }
/** @brief Get the update mechanism of the current Model */
- UpdateAlgo getUpdateMechanism() const { return update_mechanism_; }
- void setUpdateMechanism(UpdateAlgo mechanism) { update_mechanism_ = mechanism; }
+ UpdateAlgo getUpdateMechanism() const { return update_algorithm_; }
/** @brief Get Action heap */
heap_type& getActionHeap() { return action_heap_; }
private:
lmm::System* maxmin_system_ = nullptr;
- UpdateAlgo update_mechanism_ = UpdateAlgo::Undefined;
+ const UpdateAlgo update_algorithm_;
Action::StateSet* ready_action_set_ = new Action::StateSet(); /**< Actions in state SURF_ACTION_READY */
Action::StateSet* running_action_set_ = new Action::StateSet(); /**< Actions in state SURF_ACTION_RUNNING */
Action::StateSet* failed_action_set_ = new Action::StateSet(); /**< Actions in state SURF_ACTION_FAILED */